#pragma once
#include "Game/Process/RenderProcess.h"
#include "Render/Tradition/ComputePipeline.h"
#include "Render/Shader/RHIDescriptor.h"
#include "Render/Tradition/RHIFramebuffer.h"
#include "../LocalEntity.h"
#include "../LocalShader.h"
#include "../ResourceProcess.h"
#include "../LocalScene.h"


class ShadowsDenoiseResetArgsProcess : public RenderProcess
{
	DECLARE_PROCESS(ShadowsDenoiseResetArgsProcess)

public:

protected:

	virtual void OnInit() override;

	virtual void OnTick(float deltaTime) override;

	virtual void OnResize() override;

protected:

	LocalScene* mLocalScene;

	ResourceProcess* mResourceProcess;

	uint32 mOutputWidth;

	uint32 mOutputHeight;

	RefCountPtr<RHIBuffer> mDenoiseTileCoordsBuffer;

	RefCountPtr<RHIBuffer> mShadowTileCoordsBuffer;

	RefCountPtr<RHIBuffer> mDenoiseDispatchArgsBuffer;

	RefCountPtr<RHIBuffer> mShadowDispatchArgsBuffer;

	RefCountPtr<RHIDescriptor> mDescriptor;

	DescriptorMask mDescriptorMask;

	RefCountPtr<ComputePipeline> mPipeline;

	RefCountPtr<RHICommandBuffer> mCommandBuffer;

	RefCountPtr<RHISemaphore> mWaitGraphicsSemaphore;

	RefCountPtr<RHISemaphore> mSignalComputeSemaphore;

};
